Remove Cinematics Remove Cutscenes Remove Render
article thumbnail

Does it take much work/money to edit cutscenes once finished? Like, you develop a cutscene but then you decide to change details like background, music, clothes, facial expressions of the characters or even add to the scene a character who originally wasn’t supposed to be there. How often does this happen?

Ask a Game Dev

Once upon a time, back when all cutscenes were pre-rendered FMV, it was tremendously expensive to make changes because making any small change required re-rendering the entire video which was enormously expensive. Today, for an in-game cinematic, a lot of the things are done in real time so we can swap things out as needed.

article thumbnail

On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. Making changes to pre-rendered FMV was untenable, so everything in the FMV sequences had to be locked in very early on in order to get it all done on time. In the original FF7, the FMV sequences were set in stone.

article thumbnail

The Future of 3D Art in Interactive Entertainment

iXie gaming

This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. Cinematics and Storytelling: 3D art is a powerful cinematics and storytelling tool. Real-Time Rendering Real-time rendering has become the new normal in the world of 3D art.

article thumbnail

How to Use Unity Cinemachine Virtual Cameras

Game Designing

This can be ideal for cinematics who have been looking for a way to fully automate in game camera systems. Yes, in the past, Unity has come up a little short when it came to interior renderings. Now, though, with Cinemachine, these interior renderings are beginning to look absolutely stunning. It’s easy to import files.

article thumbnail

The Lost Ark Has Found its Way

Deconstructor of Fun

Many innovative visual effects that have become mainstream within the past generation cannot be utilized in Lost Ark, such as physically-based material rendering (PBR), dynamic lighting, etc. The static lighting and shadow rendering are excellent. The rough cutscene). Oily skin texture). The grand scene).

article thumbnail

Emerging Trends in Game Art: Real-Time Rendering, Stylized Game Art, and Beyond 

iXie gaming

By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. What was once a domain dominated by pre-rendered graphics and traditional artistry has now shifted toward real-time rendering, highly stylized visuals, and experimental aesthetics.

Art 52